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@tool
extends Control
## Node that manages editors, the toolbar and the sidebar.
signal resource_opened(resource)
signal editor_changed(previous, current)
### References
@onready var hsplit = $HSplit
@onready var sidebar = $HSplit/Sidebar
@onready var editors_holder = $HSplit/VBox/Editors
@onready var toolbar = $HSplit/VBox/Toolbar
@onready var tabbar = $HSplit/VBox/Toolbar/EditorTabBar
var reference_manager: Node:
get:
return get_node("../../ReferenceManager")
## Information on supported resource extensions and registered editors
var current_editor: DialogicEditor = null
var previous_editor: DialogicEditor = null
var editors := {}
var supported_file_extensions := []
var used_resources_cache : Array = []
################################################################################
## REGISTERING EDITORS
################################################################################
## Asks all childs of the editor holder to register
func _ready() -> void:
if owner.get_parent() is SubViewport:
return
tabbar.clear_tabs()
# Load base editors
_add_editor("res://addons/dialogic/Editor/HomePage/home_page.tscn")
_add_editor("res://addons/dialogic/Editor/TimelineEditor/timeline_editor.tscn")
_add_editor("res://addons/dialogic/Editor/CharacterEditor/character_editor.tscn")
# Load custom editors
for indexer in DialogicUtil.get_indexers():
for editor_path in indexer._get_editors():
_add_editor(editor_path)
_add_editor("res://addons/dialogic/Editor/Settings/settings_editor.tscn")
tabbar.tab_clicked.connect(_on_editors_tab_changed)
# Needs to be done here to make sure this node is ready when doing the register calls
for editor in editors_holder.get_children():
editor.editors_manager = self
editor._register()
DialogicResourceUtil.update()
await get_parent().get_parent().ready
await get_tree().process_frame
load_saved_state()
used_resources_cache = DialogicUtil.get_editor_setting('last_resources', [])
sidebar.update_resource_list(used_resources_cache)
find_parent('EditorView').plugin_reference.get_editor_interface().get_file_system_dock().files_moved.connect(_on_file_moved)
find_parent('EditorView').plugin_reference.get_editor_interface().get_file_system_dock().file_removed.connect(_on_file_removed)
hsplit.set("theme_override_constants/separation", get_theme_constant("base_margin", "Editor") * DialogicUtil.get_editor_scale())
func _add_editor(path:String) -> void:
var editor: DialogicEditor = load(path).instantiate()
editors_holder.add_child(editor)
editor.hide()
tabbar.add_tab(editor._get_title(), editor._get_icon())
## Call to register an editor/tab that edits a resource with a custom ending.
func register_resource_editor(resource_extension:String, editor:DialogicEditor) -> void:
editors[editor.name] = {'node':editor, 'buttons':[], 'extension': resource_extension}
supported_file_extensions.append(resource_extension)
editor.resource_saved.connect(_on_resource_saved.bind(editor))
editor.resource_unsaved.connect(_on_resource_unsaved.bind(editor))
## Call to register an editor/tab that doesn't edit a resource
func register_simple_editor(editor:DialogicEditor) -> void:
editors[editor.name] = {'node': editor, 'buttons':[]}
## Call to add an icon button. These buttons are always visible.
func add_icon_button(icon:Texture, tooltip:String, editor:DialogicEditor=null) -> Node:
var button: Button = toolbar.add_icon_button(icon, tooltip)
if editor != null:
editors[editor.name]['buttons'].append(button)
return button
## Call to add a custom action button. Only visible if editor is visible.
func add_custom_button(label:String, icon:Texture, editor:DialogicEditor) -> Node:
var button: Button = toolbar.add_custom_button(label, icon)
editors[editor.name]['buttons'].append(button)
return button
func can_edit_resource(resource:Resource) -> bool:
return resource.resource_path.get_extension() in supported_file_extensions
################################################################################
## OPENING/CLOSING
################################################################################
func _on_editors_tab_changed(tab:int) -> void:
open_editor(editors_holder.get_child(tab))
func edit_resource(resource:Resource, save_previous:bool = true, silent:= false) -> void:
if not resource:
# The resource doesn't exists, show an error
print('[Dialogic] The resource you are trying to edit doesn\'t exists any more.')
return
if current_editor and save_previous:
current_editor._save()
if !resource.resource_path in used_resources_cache:
used_resources_cache.append(resource.resource_path)
sidebar.update_resource_list(used_resources_cache)
## Open the correct editor
var extension: String = resource.resource_path.get_extension()
for editor in editors.values():
if editor.get('extension', '') == extension:
editor['node']._open_resource(resource)
if !silent:
open_editor(editor['node'], false)
if !silent:
resource_opened.emit(resource)
## Only works if there was a different editor opened previously
func toggle_editor(editor) -> void:
if editor.visible:
open_editor(previous_editor, true)
else:
open_editor(editor, true)
## Shows the given editor
func open_editor(editor:DialogicEditor, save_previous: bool = true, extra_info:Variant = null) -> void:
if current_editor and save_previous:
current_editor._save()
if current_editor:
current_editor._close()
current_editor.hide()
if current_editor != previous_editor:
previous_editor = current_editor
editor._open(extra_info)
editor.opened.emit()
current_editor = editor
editor.show()
tabbar.current_tab = editor.get_index()
if editor.current_resource:
var text:String = editor.current_resource.resource_path.get_file()
if editor.current_resource_state == DialogicEditor.ResourceStates.UNSAVED:
text += "(*)"
## This makes custom button editor-specific
## I think it's better without.
save_current_state()
editor_changed.emit(previous_editor, current_editor)
## Rarely used to completely clear an editor.
func clear_editor(editor:DialogicEditor, save:bool = false) -> void:
if save:
editor._save()
editor._clear()
## Shows a file selector. Calls [accept_callable] once accepted
func show_add_resource_dialog(accept_callable:Callable, filter:String = "*", title = "New resource", default_name = "new_character", mode = EditorFileDialog.FILE_MODE_SAVE_FILE) -> void:
find_parent('EditorView').godot_file_dialog(
_on_add_resource_dialog_accepted.bind(accept_callable),
filter,
mode,
title,
default_name,
true,
"Do not use \"'()!;:/\\*# in character or timeline names!"
)
func _on_add_resource_dialog_accepted(path:String, callable:Callable) -> void:
var file_name :String= path.get_file().trim_suffix('.'+path.get_extension())
for i in ['#','&','+',';','(',')','!','*','*','"',"'",'%', '$', ':','.',',']:
file_name = file_name.replace(i, '')
callable.call(path.trim_suffix(path.get_file()).path_join(file_name)+'.'+path.get_extension())
## Called by the plugin.gd script on CTRL+S or Debug Game start
func save_current_resource() -> void:
current_editor._save()
## Change the resource state
func _on_resource_saved(editor:DialogicEditor):
sidebar.set_unsaved_indicator(true)
## Change the resource state
func _on_resource_unsaved(editor:DialogicEditor):
sidebar.set_unsaved_indicator(false)
## Tries opening the last resource
func load_saved_state() -> void:
var current_resources: Dictionary = DialogicUtil.get_editor_setting('current_resources', {})
for editor in current_resources.keys():
editors[editor]['node']._open_resource(load(current_resources[editor]))
var current_editor: String = DialogicUtil.get_editor_setting('current_editor', 'HomePage')
open_editor(editors[current_editor]['node'])
func save_current_state() -> void:
DialogicUtil.set_editor_setting('current_editor', current_editor.name)
var current_resources: Dictionary = {}
for editor in editors.values():
if editor['node'].current_resource != null:
current_resources[editor['node'].name] = editor['node'].current_resource.resource_path
DialogicUtil.set_editor_setting('current_resources', current_resources)
func _on_file_moved(old_name:String, new_name:String) -> void:
if !old_name.get_extension() in supported_file_extensions:
return
used_resources_cache = DialogicUtil.get_editor_setting('last_resources', [])
if old_name in used_resources_cache:
used_resources_cache.insert(used_resources_cache.find(old_name), new_name)
used_resources_cache.erase(old_name)
sidebar.update_resource_list(used_resources_cache)
for editor in editors:
if editors[editor].node.current_resource != null and editors[editor].node.current_resource.resource_path == old_name:
editors[editor].node.current_resource.take_over_path(new_name)
edit_resource(load(new_name), true, true)
save_current_state()
func _on_file_removed(file_name:String) -> void:
var current_resources: Dictionary = DialogicUtil.get_editor_setting('current_resources', {})
for editor_name in current_resources:
if current_resources[editor_name] == file_name:
clear_editor(editors[editor_name].node, false)
sidebar.update_resource_list()
save_current_state()
################################################################################
## HELPERS
################################################################################
func get_current_editor() -> DialogicEditor:
return current_editor
func _exit_tree():
DialogicUtil.set_editor_setting('last_resources', used_resources_cache)